Nine Disciplines of Magic


Rare as rain on ash, magic in Kenshi is feared more than it is understood. Those who grasp the Nine Disciplines are seen as madmen or prophets, touched by something not meant for flesh. Each Discipline peels back the veil between the world that is, and the world that hides beneath it, revealing truths that would sooner die than be known.

Learning Magic

To learn a new discipline, or increase your rank in a discipline you already know, you should find a master with a higher rank than you in the magic talent and who is ready to share their secrets with you. This can require both persuasion and substantial compensation. Without a teacher, the cost in XP for increasing the rank in a magical talent or learning a new one is tripled.
You may also learn a singular spell from any discipline by reading an Ancient Tome. This can be done by anyone with at least one rank in a magic discipline.

General Spells

The magic disciplines on the moon of Kenshi differ, but there are certain effects and spells that all touched by magic can use if skilled enough. These are called general spells. They also come in ranks, but you can use any magic talent to cast them.

Magic Seal
Rank: 1
Range: Arm's Length
Duration: Quarter Day
Ingredient: Piece of Chalk
Using this spell, you protect a person (no bigger than a human) or a location (no bigger than a human) from magic. The Power Level of any spells cast against that person or place during the Quarter Day is decreased by the Power Level of the Magic Seal.

Transfer
Rank: 3
Range: Arm's Length
Duration: Immediate
Ingredient: Drop of own blood
You can use this spell to steal Willpower Points from others or to give your WP to someone else. The base cost to cast the spell is 1 WP, and you can then take or give as many WP as you want. If your target opposes the Transfer, it is not so easy – in this case, you can transfer no more WP than the Power Level of the Transfer. The WP used to cast Transfer are spent and are not transferred.
Sense Magic
Rank: 1
Range: Short
Duration: Immediate
Ingredient: Handful of Sand
As someone touched by magic, you automatically sense whenever someone uses magic within Short range or if an item you hold is charged with magical power. If you want to know more about what kind of magic is involved, you must cast the Sense Magic spell. Using this spell is also required to detect Obscured magic – your Power Level must then be equal to or higher than the Power Level of the Obscure Magic spell.

Dispel Magic
Rank: 2, Power Word
Range: Short
Duration: Immediate
Ingredient: Iron Filings

You can interfere with the spells cast by other magic users. This spell is reactive and breaks the initiative order of combat in the round. You decrease the Power Level of your opponent’s spell with the Power Level of your Dispel. If the result is zero or less, your opponent’s spell has no effect at all. You must both roll for overcharge and mishaps, as with any other spell. You must decide how many WP you spend on your Dispel before you both roll.

Obscure Magic
Rank: 2
Range: Personal
Duration: Immediate
Ingredient: Piece of cloth

If you want to cast a spell unnoticed, you must Obscure your magic. This requires 1 extra Willpower Point that does not count toward the Power Level of the spell. Obscuring magic does not count as an action in itself. To detect your Obscured spell, another magic user must actively survey the area by casting Sense Magic.

Bind Magic
Rank: 3
Range: Personal
Duration: Varies
Ingredient: Quill or Chisel

Skilled magic users can Bind spells to dead objects to create magical traps or powerful magical artifacts. You cast the spell like any other and choose how many Willpower Points to spend, but you must also spend extra WP to bind your spell to an object instead of unleashing its power immediately.
Rituals cannot be Bound.
Roll for any overcharge and mishap when the spell is Bound. The extra WP do affect this roll, but don’t count toward the Power Level. If you spend 1 additional WP, the magic lingers for one day, or until the spell is triggered.
If you spend 2 additional WP, the magic lingers forever, but dissipates when the spell is triggered. Spending 5 additional WP binds the spell to the chosen object forever, and it can be triggered once per day.
You can bind the spell in whatever manner you wish. You decide how the spell is triggered. Common methods include a certain phrase being uttered or that the object is opened, broken or thrown to the ground. Once the spell has triggered, it works just like it would if it had been cast normally.
 

Awareness Discipline

Practitioners of Awareness peel back the layers of time and perception. They see echoes of the past, whispers of the future, and truths hidden in plain sight, where others see only dust and shadow.


Light Bringer
Rank: 1
Range: Near
Duration: One turn per Power Level
Ingredient: Wand (reusable)

You summon a bright light that dispels all shadows within Near range, i.e., in the same Zone as you.

True Sight
Rank: 1
Range: Distant
Duration: One round
Ingredient: Magnifying glass (reusable)

You can enhance your vision to be unnaturally sharp, and see details at Distant range as if you stood right next to the object in question. True Sight also lets you see in darkness, through smoke and fog, and automatically see through any kind of disguise or shapeshift. You must have a clear line of sight to whatever you want to look at.
 

Blood Discipline

Blood is memory, power, and price. Those who wield this discipline bind flesh and fate alike, drawing strength from sacrifice, sealing wounds with will, and spilling their own lifeblood to command another’s.


Firewalker
Rank: 1
Range: Personal
Duration: Quarter Day
Ingredient: Drop of Blood

You can make yourself completely immune to heat and cold. You take no damage from fire however your equipment is still affected.

Bind Darkness
Rank: 2
Range: Short
Duration: Quarter Day
Ingredient: Symbol of Narko

This spell allows you to bend creatures of darkness from other worlds to your will. The creature of darkness can resist the spell with a successful Insight roll with a negative modification equal to the Power Level. Keep in mind that demons rarely react well to magicians’ attempts to Bind them, so be ready for any consequences.

Blood Bond
Rank: 2
Range: Arm's Length
Duration: Immediate
Ingredient: Your and your targets Blood

You can transfer blood, and the inherent energy of it, to or from another being of the same Race as yourself. You can transfer a number of attribute points (of any attribute) equal to the Power Level to or from the target. The starting attribute rating cannot be surpassed. Attribute points lost in this way can be recovered normally. An unwilling victim can make an Insight roll, with a negative modification equal to the Power Level, to resist the spell. The spell can be used to get a Broken person up on her feet, but it has no effect on critical injuries.

Immolate
Rank: 2
Range: Near
Duration: Immediate
Ingredient: Torch or open fire

You can heat up your victim’s blood to the point where they literally burst into flames. The spell inflicts damage to Strength equal to the Power Level and keeps inflicting 1 point of damage per round until the victim puts the fire out with a successful Move roll (slow action). Armor does not protect against this spell and deals half damage to Forge Born. There is no on effect Mechanical beings.

Blood Channeling
Rank: 3
Range: Personal
Duration: One Round
Ingredient: Living Victim

This spell concentrates the energy of the magic user's own blood. You gain a number of Willpower Points equal to twice the Power Level. The effect is temporary, however. Your newly won Willpower Points must be used in the next round, or they are lost. If you use a living sacrifice as an ingredient for your spell, it must be sacrificed before you cast the spell. A small animal is enough.

Blood Curse
Rank: 3, Ritual
Range: Unlimited
Duration: Quarter Day per Power Level
Ingredient: Victims hair or body part

You place a blood curse on your victim, who must be a living humanoid. You must know your victim’s name and know where they are, at least approximately. The victim suffers damage to an attribute of your choice. The amount of damage equals the Power Level and the victim takes 1 point of damage per Quarter Day until the full effect is reached.

Stir the Blood
Rank: 1
Range: Short
Duration: One Turn (15 minutes)
Ingredient: Cup of Wine

Using this spell, you stir your victim’s blood and bring out strong emotions such as lust, fear or rage. The victim must give in to, or already be feeling these emotions in some way, exactly how depends on the individual and the situation. The GM determines the details. The spell has no effect in combat and cannot be used against monsters.

Bind Soul
Rank: 3, Ritual
Range: Arm's Length
Duration: Varies
Ingredient: Sacrificial Knife

Through this ritual, you can extract a victim’s soul from his blood and capture it in a vessel of some kind (such as a mirror, a jewel, or a weapon). Your victim must make an Insight roll with a negative modification equal to the Power Level. If the roll fails, the victim is bound to the vessel for a Quarter Day. Making the effect last
one full day requires Power Level 2 or higher, and if you want the victim to remain in the vessel forever – or up to a time of your choosing – it requires Power Level 3. You can specify a condition that must be filled to free the soul. The victim can be freed by a Dispel Magic. While the soul is bound, the body is unconscious and can be killed with a Coup De Grace or possessed by another restless spirit.

Death Discipline

Those who wield the Death Discipline do not command life’s end, they understand it, channel it, and walk hand in hand with it. Their power stems from rot, silence, and the unseen pull of the grave. From draining the warmth of the living to stilling the breath of beasts, Death mages are feared not only for what they can kill, but for what refuses to die under their control.


Contaminate
Rank: 1
Range: Arm's Length
Duration: Immediate
Ingredient: Sick Animal

You can create horrid contagions with which to torment your enemies. Your victim, who must be a living humanoid, contracts a disease with a Virulence equal to the Power Level multiplied by 3. Feel free to describe the nature of the contagion in detail.

Chill of the Grave
Rank: 1
Range: Arm's Length
Duration: One Round per Power Level
Ingredient: Humanoid Bone

You let the unrelenting cold of death seep into your victim. The victim becomes Cold, immediately suffering 1 point of damage to both Strength and Wits as a result. The victim continues to suffer 1 point of damage to these attributes each round, until the total amount of damage (to each attribute) equals the Power Level. The spell has no effect on monsters.

Ghoulish Aura
Rank: 1
Range: Short
Duration: Immediate
Ingredient: Hood(reusable)

Your murky appearance instills unease and fear in your victim. They suffer damage to Empathy equal to the Power Level. This spell can only be used against living humanoids and Skeletons.

Hand of Doom
Rank: 2
Range: Near
Duration: Immediate
Ingredient: Severed Hand

You can claw your way to your victim’s heart magically and squeeze the life from him. This spell inflicts damage to Strength equal to the Power Level. You can extend the range to Short if you spend an extra Willpower Point (this does not count towards the Power Level). This spell can only be used against living humanoids and Skeletons.

Raise Dead
Rank: 2, Ritual
Range: Near
Duration: One Day
Ingredient: Recently dead corpse

The main task of Death Magic is awakening the dead. In its simplest form, this ritual is used to reanimate one dead humanoid or animal, which will become a rank 1 undead. For each Power Level beyond the first, you can reanimate one more undead, or increase the rank of all undead raised by the spell by one. A ritual with Power Level 2 can raise two undead of rank 1, Power Level 3
can raise two undead of rank 2, and so on. A rank 1 undead has little to no mental capacity, but will obey simple commands and can use weapons and simple tools. The undead has the same Strength it did in life, Agility is decreased by 1 (no lower than 1), and it has no Wits or Empathy. Skills based on Strength and Agility are retained. A rank 2 undead can be enhanced with one of the following:
✥ STRONGER. The Strength score increases by 1. This effect can be chosen several times for undead of higher ranks.
✥ SMARTER. The undead regains some of its lost mental capacity, in the form of both Wits and Empathy and skills associated with these attributes. All the scores are lowered by 1 (no lower than 1). The undead can answer questions about its life both before and after death, but it often has an unclear sense of time and can be very forgetful. It obeys its maker and can perform slightly more advanced tasks.
✥ DURABLE. The Duration of the spell is doubled. If this effect is chosen twice, the spell becomes permanent until caster is Broken.
A rank 3 undead gets two of the effects above. A rank 4 undead gets three effects, a rank 5 gets four effects, and so on. Note that the Strong and Durable effects can be chosen more than once. Raise Dead can also be used to take control of “restless dead,” beings that have died but are still walking about, unaware of the fact that they are dead.

Speak to the Dead
Rank: 2
Range: Near
Duration: One Turn (15 minutes)
Ingredient: Limb of the Victim

You can speak with the dead. You must be within NEAR range of where the victim died or lies buried. You must know the victim’s name. You can speak with the dead for a few minutes and ask a few simple questions. The GM decides what the dead can and will answer, the dead aren’t always cooperative! If the victim’s remains are reasonably intact you can speak directly with the corpse, otherwise you hear the dead as a disembodied ghost voice in your head. This spell cannot be used against undead.

Befoul
Rank: 1
Range: Near
Duration: Immediate
Ingredient: Rotten Meat

You can let death and decay seep into food. You can Befoul a unit of Food per Power Level making it unfit for consumption. The Food turns into a poison with a Potency equal to the Power Level multiplied by 3. The appearance remains the same but magic users will passively detect magic intent.

Steal Life
Rank: 3, Ritual
Range: Near
Duration: Immediate
Ingredient: Living Animal

You can suck the life from living plants and animals around you. You gain a number of Willpower Points equal to twice the Power Level. The ritual can only be used in an environment where there is vegetation and so cannot be used indoors or on a rocky mountain side. When you perform the ritual all animals and plants within Near range – in the same Zone as you – die. This also applies to humanoids and Skeletons.

Terror
Rank: 3
Range: Short
Duration: Immediate
Ingredient: Skull

You can instill a horrible, unbearable fear in your victim, whose mind is flooded by images of his own aging and death. The victim suffers damage to both Wits and Empathy equal to the Power Level. This spell only works on living humanoids and Skeletons.

Weight of Ages
Rank: 3
Range: Arm's Length
Duration: Immediate
Ingredient: Scalp with white hair

You can speed up the aging process of a living being. The victim immediately ages 10 years per Power Level. If the victim as a result of this changes his age category, he permanently loses one point in an attribute of his choice. If the victim ages past twice the maximum age for an Adult (for example, 100 years for a human), he withers and dies. This spell has no effect on Skeletons or monsters.

Life Discipline



Cleanse Spirit
Rank: 1
Range: Arm's Length
Duration: Immediate
Ingredient: Burning Candle

You can focus the forces of nature to enlighten dark souls. You immediately heal a number of Wits or Empathy points equal to the Power Level of your spell. You cannot heal yourself.

Nature's Cure
Rank: 1
Range: Arm's Length
Duration: Immediate
Ingredient: Herbs

You heal a sickness or cure the effects of poison in yourself or someone else. The Power Level of your spell must be equal to or higher than the Virulence or Potency rating divided by 3. Round down.

Healing Hands
Rank: 1
Range: Arm's Length
Duration: Immediate
Ingredient: Clay

You can heal damage to Strength or Agility by laying your hands on the wounded. You immediately heal a number of points equal to the Power Level. This spell does not affect critical injuries. You cannot heal yourself.

Banish Shadows
Rank: 2
Range: Near
Duration: Immediate
Ingredient: Symbol of Okran

Demonic creatures from other worlds have been released upon the moon of Kenshi and are defiling it. You know the art of driving these abominations back to where they belong. This spell inflicts damage to Strength equal to the Power Level on a demonic target. This includes demons that do not suffer damage from physical weapons. The spell has no effect on demon-tainted creatures, only on true demons.

Purge Undead
Rank: 2
Range: Near
Duration: Immediate
Ingredient: Symbol of Okran

Dead rising from their graves is a violation of the order of nature and they must be stopped. This spell inflicts damage to Strength equal to the Power Level on one undead target, per Power Level.

Mend Wounds
Rank: 2
Range: Arm's Length
Duration: Immediate
Ingredient: White Moss

You can focus your magic powers to heal broken bones and bleeding wounds. This spell immediately heals a critical injury. A lethal injury requires Power Level 2.

Serenity
Rank: 3
Range: Near
Duration: Immediate
Ingredient: Okran's Kiss

You spread harmony and serenity around you with this spell, which helps you in social conflicts. The victim of the spell will do what you want, without a roll to Manipulate him and without you having to give him something in return. All other restrictions for social conflicts apply - for example, the victim will not act directly against his own interests. The spell can only be used against living humanoids.

Resurrection
Rank: 3
Range: Arm's Length
Duration: Immediate
Ingredient: The victims limb

You can channel nature’s forces to resurrect a dead Flesh Born Humanoid – not as undead, but truly alive. The more time that has passed since the target died, the more difficult it is. Within the same Quarter Day requires Power Level 1, within a full day requires Power Level 2, and within a week requires Power Level 3. If over a week has passed, the body is too decomposed to be Resurrected. A person brought back to life loses one point of Empathy permanently, as having seen the world beyond the veil will change their outlook on life forever.

Root Discipline



Grasping Soil
Rank: 1
Range: Near
Duration: One Round per
Power Level
Ingredient: Ashbulb Root

Roots burst from the ground in a Near zone, entangling creatures. Enemies must roll Move to escape or lose the ability to Move for one round per Power Level.

The Rootweave
Rank: 2
Range: Near
Duration: One Round per
Power Level
Ingredient: Any Plant Ingredient

You create a dome of roots, leaves, and thorns. Provides full cover (or +2 Armor) against all attacks. Targets inside of the dome suffer the same penalty if attacking outward, they are also trapped within.

Skin Thorns
Rank: 2
Range: Arm's Reach
Duration: One Turn (15 min)
per Power Level
Ingredient: Any Thistle

You imbue a creature (or yourself) with thorns grown from the skin, the process is painful and visibly grotesque. Whenever struck in melee by a natural weapon or grabbed, attackers suffer 1 Strength damage and rolls Endurance or takes 1 Strength damage the next turn. Targets grappled by you are also affected.

Living Gate
Rank: 3, Ritual
Range: Near
Duration: One Turn (15 mins)
Ingredient: Any Thistle

You grow a living, thorn-covered barrier that closes off a path, doorway, or small canyon and remains in place as long as it is tended and given water, as well as one day beyond last tending. The gate counts as Heavy Cover (3 Armor) and damages anyone forcing their way through (1 Strength). Forcing through the vines requires a successful Strength roll. Additional Power Levels may increase one aspect of the wall, +1 armor, +1 damage, +1 longevity.

Heartroot Pact
Rank: 3
Range: Arm's Reach
Duration: One Day per
Power Level
Ingredient: Heart Seed

You and a willing target shake hands planting half a Heart Seed deep in each palm. Your hearts are now rooted and share vitality for 1 day. When one takes damage, half (rounded down) is transferred to the other with a minimum of 1 damage. If both Heart Rooted targets are alive at the spells conclusion a full Heart Seed falls from each palm.

Blessing of Bark
Rank: 1
Range: Arm's Reach
Duration: Until destroyed or caster is Broken
Ingredient: Ironleaf or Ironmoss

Target’s skin hardens like bark. Gain +1 armor per Power Level, until destroyed or caster is Broken. Skin can look grotesque, some may not see you as your original race.

Blood Bloom
Rank: 2, Ritual
Range: Arm's Reach
Duration: 1 hour
Ingredient: Skitter Seed

Plant a Skitter Seed in a wounded ally. Over 1 hour, it cleanses poisons, closes wounds (Heal 1d6 Strength), and grants them +1 to Survival for a day. One full day later a Blood Blossom may be harvested from the target, if the target died during this time, Skittermoss is grown instead.

Shifting Discipline

Arborists are closely connected to nature, and the shapeshifters are even more so in their aspiration to be one with nature. Shapeshifting means taking the form of an animal. While there are Arborists who have truly mastered this art, there is a broad spectrum of spells in the Shifting discipline that all relate to animals and their aspects in different ways.


Animal Speech
Rank: 1
Range: Near
Duration: One Turn (15 mins)
Ingredient: Animal Tooth

This spell allows you to speak with a mammal. You can ask a number of questions equal to the Power Level of the spell. The animal can tell you what it has seen, heard, or smelled – but they do not perceive the world as humanoids do, so their answers are often hard to interpret. The main advantage is that they rarely lie.

Animal Form
Rank: 3
Range: Personal
Duration: Immediate
Ingredient: Part of intended animal

You can shapeshift completely, and take the form of an animal. Choose an animal from the table below. You cannot choose an animal with a Strength higher than twice the Power Level. You get the Strength and Agility of the animal while you are in animal form. The downside is that you lose your ability to speak and a part of your mental capacity, with the consequence
that your Wits and Empathy drop to 1 each while in animal form. You also get access to the animal’s natural attacks and add their skills on top of your own. Shifting back to your normal form requires that you cast the spell again. Shifters must be careful not to lose their minds entirely.

Cat's Paw
Rank: 1
Range: Personal
Duration: Immediate
Ingredient: Cat's Claw

You can meld your mind with the spirit of the cat, and move without a sound. You can cast this spell instead of rolling Sneak, and you will succeed automatically. Each Power Level counts as one Success.

Hawk's Eye
Rank: 1
Range: Distant
Duration: One Turn (15 mins)
Ingredient: Raptor Claw

You can meld your mind with that of a hawk and gain its inhuman sight. You can see the details of anything within Distant range, everything from horizon to horizon. You see all details and can identify specific people.

Beastmaster
Rank: 2
Range: Near
Duration: One Turn (15 mins)
Ingredient: Claw or Tooth

You can bend animals, both wild and tame, to your will. The animal can, for example, break off an attack, track down an enemy, run to where you want it to and deliver a message, allow you to ride on it, or even attack your opponents. You cannot control an animal with a Strength higher than twice the Power Level. The
Power Level must be one step higher if the animal is agitated, scared or in combat. If you force an animal to act in a way that is outside its normal behavior – like make it perform tricks, for example – the Power Level needs to be one step higher. You can only control one animal at a time. This spell cannot be used against demons or constructs.

Gorillo's Claw
Rank: 2
Range: Arm's Length
Duration: Immediate
Ingredient: Gorillo Claw

You can strike your enemy with the force of a great Gorillo. You hit automatically and cause damage equal to the Power Level. The attack cannot be Parried or Dodged, but armor has normal effect.

Skimmer Dash
Rank: 2
Range: Personal
Duration: Immediate
Ingredient: Skimmer Sac

You can run with the speed of a Skimmer for a short distance. This spell allows you to Run (one action) with a Movement Rate equal to the Power Level plus 1. Casting this spell does not count as an action in itself. Roll for overcharge/mishap right before you actually move.

Primal Soul
Rank: 3
Range: Long
Duration: One Turn (15 mins)
Ingredient: Claw or Tooth

You can awaken primal emotions in the minds of others. The Power Level must be equal to or higher than the victim’s current Wits score. For example, you can bring out the rage of a gorillo, the laziness of a cat or the timidity of a sparrow. Exactly how the victim reacts is up to the GM. If you want to affect the mood of a crowd in a more general way, a small crowd requires a Power Level of 2, a big crowd requires 3, and a whole village 4.

Stonesong Discipline

Stone singing originated among the Ashlanders, and helps them shape the bedrock of the moon. The discipline has spread from the Ashlands to all corners of Kenshi.


Dust From the Deep
Rank: 1
Range: Near
Duration: One Round
Ingredient: Handful of Sand

The spell blows a thick cloud of rock dust from the ground to cover the Zone you are in. The dust blocks sight through the Zone and lets you flee combat without rolling for Move. This spell can only be done on soil or sand surfaces.

Voice of the Mountain
Rank: 1, Ritual
Range: Varies
Duration: Quarter Day
Ingredient: Flute (reusable)

You can speak to the mountain and listen to its words. The mountain can answer simple questions about what has happened at the location before (events over the last day require Power Level 1, events one year back in time require Power Level 2 and events even further back in time require Power Level 3) or what is
happening in the area right now (SHORT range requires Power Level 1, LONG range Power Level 2, anything within the map hex Power Level 3). Unfortunately, the mountain speaks very slowly and therefore this spell works like a ritual. This spell can only be used in mountainous terrain or inside caves.

Stonesmith
Rank: 2, Ritual
Range: Varies
Duration: Immediate
Ingredient: Instrument (reusable)

Your song can shape stone according to your will. This spell lets you create a wall, build a bridge, or raise a staircase from the ground. You can only create crude constructions. Power Level 1 will summon a construction in the same Zone as you. Every Power Level beyond that allows you to create something that stretches into one more neighboring Zone. For example, Power Level 4 lets you summon a construction reaching across four Zones.

Stone Storm
Rank: 2
Range: Short
Duration: Immediate
Ingredient: Pebbles

Your song can move rocks so fast that you can hurl stones and rocks at an enemy in combat. The damage (to Strength) from your attack is equal to the Power Level. Armor works normally. This spell can only be used where there are loose stones for you to throw.

Wither
Rank: 2
Range: Near
Duration: Immediate
Ingredient: Harp (reusable)

Your song can wither stone, allowing you to break down walls and fortifications within Near range. The thickness of the barrier determines the Power Level required – every foot requires one Power Level.

Summon Golem
Rank: 3
Range: Near
Duration: Quarter Day
Ingredient: Harp (reusable)

Your song can summon servant creatures from the very rock. This golem obeys your orders during the present Quarter Day, then it turns into an inanimate statue. The golem can only perform basic tasks and it must remain within your view. The stats of the golem depend on the Power Level. Power Level 1 creates a small creature
with Strength 2, Agility 1, and stone skin with an Armor Rating of 3. Every increase in Power Level increases both Strength and Armor Rating by 1. You can also use the Power Level to create more golems at the same time – every increase in Power Level creates an additional golem. For example, Power Level 4 allows you to create three golems with a Strength of 3 and Armor Rating 4. This spell can only be used in the terrain with ample stone.

Stun
Rank: 1
Range: Short
Duration: Immediate
Ingredient: Horn (reusable)

Your mighty voice is so strong that people around you are stunned. Your song causes 1 point of damage to Agility per Power Level. You can distribute the damage across as many opponents as you want. The targets may attempt to resist the effect by rolling for Insight– each success rolled negates 1 point of damage. No effect against monsters.

Earthquake
Rank: 3
Range: Short
Duration: Immediate
Ingredient: Drum (reusable)

Your song is charged with so much power that you make the very ground shake and tear. You can use the spell to tear down a wall or fortifications or inflict damage on a victim. The damage caused is equal to the Power Level.

Iron Song
Rank: 3, Ritual
Range: Varies
Duration: Immediate
Ingredient: Hammer (reusable)

Your voice doesn’t only affect stone, but also metals that have been mined from the mountain. This ritual allows you to create weapons and other items of metal, but also, for example, to bend prison bars and open shackles. You can create all metal weapons from the weapons tables with a Gear Bonus equal to the Power Level, up to a maximum of +3. The weapon’s other stats are according to the weapons table. When you use Iron Song, you must have access to the right raw materials, as if you are using Crafting to create an object.

Symbols Discipline

The discipline of Symbolism uses runes, esoteric signs and symbols that reflect the underlying patterns of the world. It takes advantage of the forces unleashed by a broad spectrum of laws that are stretched, broken or twisted by the influence of these symbols. The signs of Symbolism can be carved, drawn, or simply formed in the air by the hands of a magic touched. In any case, the caster needs at least one free hand.
 
DRAW OR CARVE: Symbolism requires no ingredients apart from the symbols themselves. If they are carved or drawn in any way the Power Level is increased by 1. Drawing a symbol takes a few minutes and cannot be done in the heat of battle. Carving a symbol into stone takes one Quarter Day or more. When carved, the caster decides when the symbol is activated. Even a drawn or carved symbol only works once.


Entice
Rank: 1
Range: Short
Duration: Immediate

The symbol lures the victim, who must make an Insight roll with a negative modification equal to the Power Level. If the roll fails, the victim must Run to within Arm's Length of the symbol, spending all his normal actions to do so (bonus actions from talents can still be used normally). When the victim reaches the symbol, or if the symbol is moved, the effect is broken. If drawn, The victim cannot remember what enticed them to Run in the first place. No effect on monsters.

Puppeteer
Rank: 3
Range: Near
Duration: One Round

You can take complete control of your victim’s actions. The victim must make an Insight roll with a negative modification equal to the Power Level. If the roll fails, the victim becomes a puppet without control of his own body. This control only lasts until the victim’s next ordinary turn in the initiative order, and covers one fast and one slow action. The victim cannot perform reactive actions or bonus actions from talents before the Puppeteer's actions are performed. The spell has no effect on monsters.

Horrify
Rank: 1
Range: Short
Duration: Immediate

The symbol awakens a deep fear in the victim, who suffers damage to Wits equal to the Power Level. No effect on monsters.

Paralyze
Rank: 1
Range: Short
Duration: Immediate

The hypnotizing power of the symbol mesmerizes your opponent. At Power Level 1, the victim loses his fast action in the round, or in the next round if he has already used it. At Power Level 2, he loses his slow action. At Power Level 3, he loses both actions, and at Power Level 4, he also loses any bonus actions from talents. The spell has no effect on monsters.

Blind
Rank: 2
Range: Short
Duration: Quarter Day

The victim must make an Insight roll with a negative modification equal to the Power Level. If the roll fails, the symbol blinds the victim. The effect of this blindness is the same as for being in total darkness. On victims without Wits, such as animals, the effect is automatic, but the spell has no effect on monsters.

Illusion
Rank: 2
Range: Short
Duration: One Turn(15 mins)

You make the victim see or hear something that isn’t there, or hide something that otherwise would be seen. A small item requires a Power Level of 1, while an object of humanoid size requires Power Level 2, and an illusion the size of a house requires Power Level 3. Only one person is affected. The victim can see through the illusion with an Insight roll, but gets a penalty equal to the Power Level. This spell has no effect on monsters.

Mind Tricks
Rank: 2, Power Word
Range: Short
Duration: One Round

You can force an NPC to refrain from an action she would otherwise have performed. It must be a discreet action, something you can forget by being absent-minded. An example could be that a guard lets a PC pass without confirming who she is or that someone leaves their keys on a table. The spell cannot be used in combat.

Power Rune
Rank: 3, Ritual
Range: Arm's Length
Duration: Immediate

You can charge a symbol with power. The symbol must be drawn on or carved into an object, which is then charged with a number of Willpower Points equal to the Power Level. You can use the symbol later to cast spells, emptying its stored Willpower Points. You don’t need to Bind magic to use this spell. Other spell-binders skilled in the art of runes can use your Power Runes if they can access them, so keep them to yourself!

Portal
Rank: 3, Ritual
Range: Near
Duration: Quarter Day per Level

This powerful ritual tears a hole in the veil between worlds and opens a path between them. This is a very risky undertaking, since you run the risk of running into all sorts of demons and other malevolent creatures on the other side – perhaps you can use them for your own purposes, but it is just as likely they will attempt to use you for their own. The opposing side of the Portal must be drawn in advance and is activated when the second symbol is drawn, creating a bridge.

Wind Discipline



Word on the Wind
Rank: 1
Range: Distant
Duration: One Turn per Power Level
Ingredient: Sea Shell

You can enhance your hearing magically and hear specific sounds up to Distant range as clearly as if you stood right where they emanate from. You must see the place to which you direct your hearing.

Feather Step
Rank: 1
Range: Short
Duration: One Round (15 mins) per Power Level
Ingredient: Handful of Sand

Your footsteps become weightless. For the rest of the round, you ignore difficult terrain and traps that rely on pressure.

Cloak of Turning Wind
Rank: 2
Range: Near
Duration: One Round (15 mins) per Power Level
Ingredient: Dune Ivy

You wrap yourself or an ally in twisting wind and sand, making them hard to see. Gain +2 to Sneak and Dodge for 1 round (15 mins) per Power Level.

Gale Lash
Rank: 2
Range: Near
Duration: Immediate
Ingredient: Saltspine Dust

You conjure a violent whip of air that strikes a target within Near range dealing 1 damage and knocks a bipedal target prone.

Borrowed Breath
Rank: 3, Power Word
Range: Arm's Reach
Duration: One Turn
Ingredient: Hollowseed Pod

You steal the breath of a creature within Arm’s Length. Target loses their next action. If the target is below the water's surface they immediately begin to suffocate and your breath is restored. Every Power Level allows one more target to be affected.

Whisper on the Wind
Rank: 1
Range: Distant
Duration: Immediate
Ingredient: Sea Shell

You speak a message on the wind, audible only to a specific target in line of sight or within Near range.

Cyclone Song
Rank: 3, Ritual
Range: Distant, Within Eyesight
Duration: One Round (15 mins) per Power Level
Ingredient: Bonebull Horn

You sing into the wind, summoning a swirling vortex over a chosen zone. Light objects fly, tents rip, archers suffer a -1 on ranged attacks.

Skyward Surge
Rank: 3
Range: Near
Duration: Two Rounds
Ingredient: Thunderleaf or Stormblossom

The target is launched d6 x 10 ft. into the air and gently falls to a zone of your choice within Near range. This spell takes two full rounds to cast, one to launch the target upward and one to bring them back down softly, if interrupted, the landing is not soft.

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